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kc3-lang/angle/src/tests/perf_tests/InstancingPerf.cpp

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  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/perf_tests/InstancingPerf.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // InstancingPerf:
    //   Performance tests for ANGLE instanced draw calls.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <cmath>
    #include <sstream>
    
    #include "util/Matrix.h"
    #include "util/random_utils.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    using namespace egl_platform;
    
    namespace
    {
    
    float AnimationSignal(float t)
    {
        float l = t / 2.0f;
        float f = l - std::floor(l);
        return (f > 0.5f ? 1.0f - f : f) * 4.0f - 1.0f;
    }
    
    template <typename T>
    size_t VectorSizeBytes(const std::vector<T> &vec)
    {
        return sizeof(T) * vec.size();
    }
    
    Vector3 RandomVector3(RNG *rng)
    {
        return Vector3(rng->randomNegativeOneToOne(), rng->randomNegativeOneToOne(),
                       rng->randomNegativeOneToOne());
    }
    
    struct InstancingPerfParams final : public RenderTestParams
    {
        // Common default options
        InstancingPerfParams()
        {
            majorVersion      = 2;
            minorVersion      = 0;
            windowWidth       = 256;
            windowHeight      = 256;
            iterationsPerStep = 1;
            runTimeSeconds    = 10.0;
            animationEnabled  = false;
            instancingEnabled = true;
        }
    
        std::string suffix() const override
        {
            std::stringstream strstr;
    
            strstr << RenderTestParams::suffix();
    
            if (!instancingEnabled)
            {
                strstr << "_billboards";
            }
    
            return strstr.str();
        }
    
        double runTimeSeconds;
        bool animationEnabled;
        bool instancingEnabled;
    };
    
    std::ostream &operator<<(std::ostream &os, const InstancingPerfParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    class InstancingPerfBenchmark : public ANGLERenderTest,
                                    public ::testing::WithParamInterface<InstancingPerfParams>
    {
      public:
        InstancingPerfBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint mProgram;
        std::vector<GLuint> mBuffers;
        GLuint mNumPoints;
        std::vector<Vector3> mTranslateData;
        std::vector<float> mSizeData;
        std::vector<Vector3> mColorData;
        angle::RNG mRNG;
    };
    
    InstancingPerfBenchmark::InstancingPerfBenchmark()
        : ANGLERenderTest("InstancingPerf", GetParam()), mProgram(0), mNumPoints(75000)
    {}
    
    void InstancingPerfBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        const char kVS[] =
            "attribute vec2 aPosition;\n"
            "attribute vec3 aTranslate;\n"
            "attribute float aScale;\n"
            "attribute vec3 aColor;\n"
            "uniform mat4 uWorldMatrix;\n"
            "uniform mat4 uProjectionMatrix;\n"
            "varying vec3 vColor;\n"
            "void main()\n"
            "{\n"
            "    vec4 position = uWorldMatrix * vec4(aTranslate, 1.0);\n"
            "    position.xy += aPosition * aScale;\n"
            "    gl_Position = uProjectionMatrix * position;\n"
            "    vColor = aColor;\n"
            "}\n";
    
        constexpr char kFS[] =
            "precision mediump float;\n"
            "varying vec3 vColor;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(vColor, 1.0);\n"
            "}\n";
    
        mProgram = CompileProgram(kVS, kFS);
        ASSERT_NE(0u, mProgram);
    
        glUseProgram(mProgram);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        GLuint baseIndexData[6]     = {0, 1, 2, 1, 3, 2};
        Vector2 basePositionData[4] = {Vector2(-1.0f, 1.0f), Vector2(1.0f, 1.0f), Vector2(-1.0f, -1.0f),
                                       Vector2(1.0f, -1.0f)};
    
        std::vector<GLuint> indexData;
        std::vector<Vector2> positionData;
    
        if (!params.instancingEnabled)
        {
            GLuint pointVertexStride = 4;
            for (GLuint pointIndex = 0; pointIndex < mNumPoints; ++pointIndex)
            {
                for (GLuint indexIndex = 0; indexIndex < 6; ++indexIndex)
                {
                    indexData.push_back(baseIndexData[indexIndex] + pointIndex * pointVertexStride);
                }
    
                Vector3 randVec = RandomVector3(&mRNG);
                for (GLuint vertexIndex = 0; vertexIndex < 4; ++vertexIndex)
                {
                    positionData.push_back(basePositionData[vertexIndex]);
                    mTranslateData.push_back(randVec);
                }
            }
    
            mSizeData.resize(mNumPoints * 4, 0.012f);
            mColorData.resize(mNumPoints * 4, Vector3(1.0f, 0.0f, 0.0f));
        }
        else
        {
            for (GLuint index : baseIndexData)
            {
                indexData.push_back(index);
            }
    
            for (const Vector2 &position : basePositionData)
            {
                positionData.push_back(position);
            }
    
            for (GLuint pointIndex = 0; pointIndex < mNumPoints; ++pointIndex)
            {
                Vector3 randVec = RandomVector3(&mRNG);
                mTranslateData.push_back(randVec);
            }
    
            mSizeData.resize(mNumPoints, 0.012f);
            mColorData.resize(mNumPoints, Vector3(1.0f, 0.0f, 0.0f));
        }
    
        mBuffers.resize(5, 0);
        glGenBuffers(static_cast<GLsizei>(mBuffers.size()), &mBuffers[0]);
    
        // Index Data
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffers[0]);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, VectorSizeBytes(indexData), &indexData[0],
                     GL_STATIC_DRAW);
    
        // Position Data
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[1]);
        glBufferData(GL_ARRAY_BUFFER, VectorSizeBytes(positionData), &positionData[0], GL_STATIC_DRAW);
        GLint positionLocation = glGetAttribLocation(mProgram, "aPosition");
        ASSERT_NE(-1, positionLocation);
        glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 8, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Translate Data
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[2]);
        glBufferData(GL_ARRAY_BUFFER, VectorSizeBytes(mTranslateData), &mTranslateData[0],
                     GL_STATIC_DRAW);
        GLint translateLocation = glGetAttribLocation(mProgram, "aTranslate");
        ASSERT_NE(-1, translateLocation);
        glVertexAttribPointer(translateLocation, 3, GL_FLOAT, GL_FALSE, 12, nullptr);
        glEnableVertexAttribArray(translateLocation);
        glVertexAttribDivisorANGLE(translateLocation, 1);
    
        // Scale Data
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[3]);
        glBufferData(GL_ARRAY_BUFFER, VectorSizeBytes(mSizeData), nullptr, GL_DYNAMIC_DRAW);
        GLint scaleLocation = glGetAttribLocation(mProgram, "aScale");
        ASSERT_NE(-1, scaleLocation);
        glVertexAttribPointer(scaleLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
        glEnableVertexAttribArray(scaleLocation);
        glVertexAttribDivisorANGLE(scaleLocation, 1);
    
        // Color Data
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[4]);
        glBufferData(GL_ARRAY_BUFFER, VectorSizeBytes(mColorData), nullptr, GL_DYNAMIC_DRAW);
        GLint colorLocation = glGetAttribLocation(mProgram, "aColor");
        ASSERT_NE(-1, colorLocation);
        glVertexAttribPointer(colorLocation, 3, GL_FLOAT, GL_FALSE, 12, nullptr);
        glEnableVertexAttribArray(colorLocation);
        glVertexAttribDivisorANGLE(colorLocation, 1);
    
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        // Init matrices
        GLint worldMatrixLocation = glGetUniformLocation(mProgram, "uWorldMatrix");
        ASSERT_NE(-1, worldMatrixLocation);
        Matrix4 worldMatrix = Matrix4::translate(Vector3(0, 0, -3.0f));
        worldMatrix *= Matrix4::rotate(25.0f, Vector3(0.6f, 1.0f, 0.0f));
        glUniformMatrix4fv(worldMatrixLocation, 1, GL_FALSE, &worldMatrix.data[0]);
    
        GLint projectionMatrixLocation = glGetUniformLocation(mProgram, "uProjectionMatrix");
        ASSERT_NE(-1, projectionMatrixLocation);
        float fov =
            static_cast<float>(getWindow()->getWidth()) / static_cast<float>(getWindow()->getHeight());
        Matrix4 projectionMatrix = Matrix4::perspective(60.0f, fov, 1.0f, 300.0f);
        glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix.data[0]);
    
        getWindow()->setVisible(true);
    
        ASSERT_GL_NO_ERROR();
    }
    
    void InstancingPerfBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
    
        if (!mBuffers.empty())
        {
            glDeleteBuffers(static_cast<GLsizei>(mBuffers.size()), &mBuffers[0]);
            mBuffers.clear();
        }
    }
    
    void InstancingPerfBenchmark::drawBenchmark()
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        const auto &params = GetParam();
    
        // Animatino makes the test more interesting visually, but also eats up many CPU cycles.
        if (params.animationEnabled)
        {
            float time = static_cast<float>(mTimer->getElapsedTime());
    
            for (size_t pointIndex = 0; pointIndex < mTranslateData.size(); ++pointIndex)
            {
                const Vector3 &translate = mTranslateData[pointIndex];
    
                float tx = translate.x() + time;
                float ty = translate.y() + time;
                float tz = translate.z() + time;
    
                float scale           = AnimationSignal(tx) * 0.01f + 0.01f;
                mSizeData[pointIndex] = scale;
    
                Vector3 color =
                    Vector3(AnimationSignal(tx), AnimationSignal(ty), AnimationSignal(tz)) * 0.5f +
                    Vector3(0.5f);
    
                mColorData[pointIndex] = color;
            }
        }
    
        // Update scales and colors.
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[3]);
        glBufferSubData(GL_ARRAY_BUFFER, 0, VectorSizeBytes(mSizeData), &mSizeData[0]);
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[4]);
        glBufferSubData(GL_ARRAY_BUFFER, 0, VectorSizeBytes(mColorData), &mColorData[0]);
    
        // Render the instances/billboards.
        if (params.instancingEnabled)
        {
            for (unsigned int it = 0; it < params.iterationsPerStep; it++)
            {
                glDrawElementsInstancedANGLE(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr, mNumPoints);
            }
        }
        else
        {
            for (unsigned int it = 0; it < params.iterationsPerStep; it++)
            {
                glDrawElements(GL_TRIANGLES, 6 * mNumPoints, GL_UNSIGNED_INT, nullptr);
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    InstancingPerfParams InstancingPerfD3D11Params()
    {
        InstancingPerfParams params;
        params.eglParameters = D3D11();
        return params;
    }
    
    InstancingPerfParams InstancingPerfD3D9Params()
    {
        InstancingPerfParams params;
        params.eglParameters = D3D9();
        return params;
    }
    
    InstancingPerfParams InstancingPerfOpenGLOrGLESParams()
    {
        InstancingPerfParams params;
        params.eglParameters = OPENGL_OR_GLES(false);
        return params;
    }
    
    TEST_P(InstancingPerfBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(InstancingPerfBenchmark,
                           InstancingPerfD3D11Params(),
                           InstancingPerfD3D9Params(),
                           InstancingPerfOpenGLOrGLESParams());
    
    }  // anonymous namespace